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August 3, 2015
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Updates » Design
Come to GDC Europe for expert advice on making great indie games  
by Staff [07.16.15]
From how to sell a great premium-priced indie game on consoles to the nitty-gritty details that make your death animations feel great, here are some great talks taking place at GDC Europe in August.
Indie, Programming, Design, Business/Marketing, GDC Europe

The basics of conflict in games  
by Gamasutra Community [07.16.15]
"If you care about the game, if you care about winning, you will have tension. Find just the right amount of tension and you’ve got a game you’ll love to play again and again and again."
Console/PC, Smartphone/Tablet, Indie, Design

Alien: Isolation a big winner at Develop Awards, as Unity bags best engine  
by Christian Nutt [07.15.15]
The European game industry was recognized tonight at the Brighton, England-based conference; Development Legend went to Rare founders Tim and Chris Stamper, while Unity and others won, too.
Console/PC, Smartphone/Tablet, Indie, Art, Audio, Design, Production, Business/Marketing

Frima gets bright idea to add Phillips smartbulb support to Chariot 4
by Alex Wawro [07.15.15]
Canadian game maker Frima Studio has gone ahead and updated the Xbox One version of its co-op platformer Chariot to add support for Phillips' Hue line of connected lighting fixtures.
Console/PC, Design, Video

Don't Miss: The ups and downs of developing Goat Simulator 7
by Gamasutra Community [07.15.15]
In this classic feature, a Goat Simulator dev explains how "We’ve discarded a large part of game development practices...We’ve made a game in a way we never thought we would, and it actually worked."
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Ramping up intensity in your game design 3
by Gamasutra Community [07.15.15]
"Early in the design process, I care most about how hard my content will be compared to the content that surrounds it. The word I use for that is 'Intensity.'"
Console/PC, Design

Rapid iteration of persistent multiplayer games  
by Gamasutra Community [07.15.15]
"My approach to multiplayer development can be boiled down to 'spend as much time as possible working on the client.' The client is the game, as far as the player is concerned."
Console/PC, Social/Online, Smartphone/Tablet, Design

The link between space and mechanics 2
by Gamasutra Community [07.15.15]
"Dependence between different game elements is an often-overlooked but fundamental component in any great design. This article will deal specifically with the link between level-design and core gameplay."
Console/PC, Design

When numbers and narrative live in harmony Exclusive  
by Katherine Cross [07.15.15]
Hanako Games' visual novel Black Closet balances narrative with tabletop-style dice rolls without getting bogged down in a meaningless numbers game, says columnist Katherine Cross.
Console/PC, Indie, Design, Exclusive

Postmortem: Technocrat's cyberpunk adventure game Technobabylon Exclusive  
by James Dearden [07.15.15]
James Dearden of Technocrat Games talks about the highs and lows developing Technobabylon, a classic 1990s-style cyberpunk adventure game that was five years in the making.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Video: Iwata recalls developing DS and disrupting the industry  
by Staff [07.14.15]
At GDC 2006, Nintendo's own Satoru Iwata speaks about how Nintendo found great success by designing its DS console and games for a diverse audience, including people who didn't typically play games.
Console/PC, Design, Production, Business/Marketing, Video, Vault

Don't Miss: How to design effective co-op campaigns Exclusive 12
by Tim Keenan [07.14.15]
What does it take to implement meaningful co-op in your game? A Virus Named Tom developer Tim Keenan delves into the thorny issue, discussing his own challenges and triumphs in this 2012 feature.
Console/PC, Indie, Design, Production, Exclusive

7 crafting systems game designers should study Exclusive 12
by Bryant Francis [07.14.15]
A deep and rewarding crafting system is a central feature in an increasing number of hit games. Some of the most well-crafted crafting systems have a lot to teach all developers.
Console/PC, Design, Exclusive

The incredible potential of custom controllers 1
by Gamasutra Community [07.14.15]
"Like with painting a piece of artwork or writing a piece of music, constructing controllers can inspire and lead to the conception of games."
Console/PC, Indie, Design

Making and selling visual novels and dating sims 7
by Gamasutra Community [07.14.15]
"Visual novels really are works of love and passion. Don't underestimate the amount of time and effort it takes to write a good story, create good gameplay and develop interesting characters."
Console/PC, Indie, Programming, Art, Design, Business/Marketing

Don't be a mobile game copycat: Advice from Tadhg Kelly 1
by Gamasutra Community [07.14.15]
An interview with the notable design consultant: "Kelly is confident that small shops can—and will—succeed by partnering with bigger studios who are in dire need of mobile chops."
Smartphone/Tablet, Design, Business/Marketing

Developing Catlateral Damage, and making things for cats to break 6
by Gamasutra Community [07.14.15]
Crowdfunded and created after an "explosion of interest" in a simple 7DFPS demo, Catlateral Damage puts you behind the paws of a mischievous cat. Here, dev Chris Chung offers a postmortem.
Console/PC, Indie, Design, Production

Don't miss: Iwata at GDC 2011 - 'Engineering is not quite as important as imagination' 10
by Kyle Orland [07.13.15]
"Mr. Miyamoto taught me a painful lesson: Content really is king. His games outsold mine by a huge margin. I found out then that engineering is not quite as important as imagination."
Console/PC, Design, Business/Marketing

Don't Miss: How Iwata and Miyamoto shaped the future of Nintendo Exclusive 2
by Osamu Inoue [07.13.15]
In this classic 2010 excerpt from Nintendo Magic, author and reporter Osamu Inoue explains how Satoru Iwata and Shigeru Miyamoto joined Nintendo and shaped the company's philosophy of game design.
Console/PC, Design, Production, Business/Marketing, Exclusive

The origin of rage 6
by Gamasutra Community [07.13.15]
What creates a negative play experience? "The contextualization of play in a way that assigns the game enough potential negative context to outweigh the positive outcome of playing or winning."
Console/PC, Smartphone/Tablet, Design